No description
Sub-mature stages (0/1/2) now use FG_Tree_Stages.png (a 128×32 atlas with 8 progressively-larger tree cells from the bundle's "Crops with Stages 03" pack). Stage 0 = tiny sprout (col 0), Stage 1 = small leaf (col 1), Stage 2 = small tree (col 3). Stage 3 (Mature) keeps the existing 64×80 seasonal canopy atlases. Visually distinct progression replaces the previous scale-down-the- mature-texture placeholder + procedural sapling dots. WildGrowth pacing tuned: INTERVAL 1200 → 3000, PROBABILITY 0.30 → 0.12, LIMIT 60 → 80. Previous values flooded the map with saplings within ~30 seconds of 12× play. New rate gives a slow but visible regrowth over a season at default speed. _draw simplified: removed procedural sapling fallback (atlas handles all stages now). Pending-plant ghosts get the alpha tint via sprite.modulate. |
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|---|---|---|
| .claude | ||
| art | ||
| audio | ||
| autoload | ||
| data | ||
| docs | ||
| scenes | ||
| tests | ||
| tools | ||
| .gitignore | ||
| .mcp.json | ||
| CLAUDE.md | ||
| icon.svg | ||
| icon.svg.import | ||
| memory.md | ||
| project.godot | ||
| README.md | ||
rimlike
A 2D, tile-based cute-farming-RPG-meets-colony-sim for mobile and handheld. Rimworld DNA, Going Medieval × Stardew lodestars. Built on Godot 4.
Working title rimlike — rename TBD.
Working in this repo
- Project rules:
CLAUDE.md - Decisions index + open questions:
memory.md - Phased build plan (the checklist):
docs/implementation.md - Game design:
docs/design.md - Tech / engine layout:
docs/architecture.md - Touch UX:
docs/ui.md - Art / tilesets / license:
docs/art.md
On a fresh clone
The proprietary Godot MCP Pro addon is gitignored. Re-copy from the local install before opening the project:
cp -r /mnt/d/godot/mcp/addons/godot_mcp ./addons/
Then open project.godot in Godot 4.6+. Project → Project Settings → Plugins → enable Godot MCP Pro. Look for the green dot in the "MCP Pro" bottom panel.
Engine
Godot 4.6.2 stable, GDScript only, GL Compatibility renderer (max mobile reach), 16×16 pixel art (texture filter = nearest, pixel snap on).